Corsair Voidscarred

Corsairs are avaricious raiders grouped together by charismatic commanders who draw their members from both craftworlds and the Dark City. The most experienced of Corsairs are the Voidscarred, each of whom possesses their own unique combat skills and have been hardened by several lifetimes of voidfaring and piracy.

Books

BookKindEditionVersionLast update
  Corsair Voidscarred
  Corsair VoidscarredFaction31.2April 2025

FAQ

Corsair Voidscarred

Q:If a STARSTORM DUELLIST is on guard and I interrupt an activation to perform a Shoot action against an enemy operative within its control range, can I use its Quick on the Trigger rule to perform the Shoot action normally, or must it be a point-blank shot?
A:
The former – you can perform the Shoot action normally.
Archetype: Infiltration / Recon

Corsair Voidscarred Kill Team

Below you will find a list of the operatives that make up a CORSAIR VOIDSCARRED kill team, including, where relevant, any weapons specified for that operative.

Operatives

  • 1 CORSAIR VOIDSCARRED FELARCH operative with one of the following options:
    • Shuriken rifle; shuriken pistol; power weapon
    • Neuro disruptor; power weapon
  • 8 CORSAIR VOIDSCARRED operatives selected from the following list:

Other than WARRIOR operatives, your kill team can only include each operative on this list once.

* Your kill team cannot include both a blaster and a wraithcannon.

Marker/Token Guide

Erudite Hunter token

Warding Shield token

Mistfield token

Faolchú’s Bond token

One Step Ahead token

Runes of Guidance token

Faction Rules

Rifles

Whilst not all Aeldari outcasts have walked the Path of the Warrior, all are skilled in the use of rifles.

Whenever a friendly CORSAIR VOIDSCARRED operative is shooting with a shuriken rifle or ranger long rifle during an activation in which it hasn’t performed the Charge, Fall Back or Reposition action, that weapon has the Accurate 1 weapon rule. Note that operative isn’t restricted from performing those actions after shooting.

Aeldari Raiders

Aeldari are lithe, graceful and swift – qualities the Corsair Voidscarred utilise to outmanoeuvre their enemies.

Each friendly CORSAIR VOIDSCARRED operative can perform a free Dash action during their activation.

Strategy Ploys

PLUNDERERS

Aeldari Corsairs prioritise profit over glory, moving swiftly towards their objective in the hope of seizing their prize before the foe can react.

Up to D3 friendly CORSAIR VOIDSCARRED operatives can immediately perform a free Dash action in an order of your choice. This turning point, each that does so cannot perform the Dash action during their activation. You cannot use this ploy during the first turning point.
PIRATICAL PROFITEERS

Any foolish enough to attempt to contest a prize claimed by the Corsair Voidscarred will soon find themselves caught in a blizzard of shuriken fire and sword thrusts.

Whenever a friendly CORSAIR VOIDSCARRED operative is shooting, fighting or retaliating, if it or the enemy operative in that sequence contests an objective marker or one of your mission markers, that friendly operative’s weapons have the Balanced weapon rule.
MOBILE ENGAGEMENT

Aeldari Corsairs rely upon blistering speed to avoid heavy fire.

Whenever an operative is shooting a friendly CORSAIR VOIDSCARRED operative that performed an action in which it moved during this turning point, you can re-roll one of your defence dice.
OUTCASTS

Those who walk the Path of the Outcast are no strangers to solitude. Some even fight better alone.

Whenever a friendly CORSAIR VOIDSCARRED operative is more than 5" from other friendly operatives, its weapons have the Punishing weapon rule.

Firefight Ploys

OPPORTUNISTIC FIGHTERS

Should the foe show weakness, the Corsair Voidscarred will redouble their attack, seeking to slaughter the enemy before they can regroup.

Use this firefight ploy when an enemy operative performs the Fall Back action. Before it moves, inflict 2D3 damage on that operative for each friendly CORSAIR VOIDSCARRED operative within its control range.
LIGHT FINGERS

The pursuit of riches drives all Corsairs. These lithe raiders may pluck a prize from under the nose of a foe and disappear before a blow can be landed in return.

Use this firefight ploy during a friendly CORSAIR VOIDSCARRED operative’s activation. Until the end of that activation, having an enemy operative within its control range doesn’t prevent that friendly operative from performing the Pick Up Marker or mission actions.
CAPRICIOUS FLIGHT

Always outnumbered and often outgunned, the Corsair Voidscarred utilise feints and trickery to strike before melting away into shadow.

Use this firefight ploy during a friendly CORSAIR VOIDSCARRED operative’s activation, before or after it performs an action. During that activation, that operative can perform the Fall Back action for 1 less AP.
CONTEMPTUOUS ADVENTURER

The Corsair Voidscarred possess a fearless arrogance that is often justified by their superior skill at arms.

Use this firefight ploy when the first friendly CORSAIR VOIDSCARRED operative is activated during the turning point, if it’s more than 5" from other friendly operatives. The first time that operative performs either the Shoot or Fight action during that activation, its weapons have the Relentless weapon rule. Note this ploy cannot come into effect more than once per activation (you cannot use it during both the Shoot and Fight action in the same activation).

Faction Equipment

DIUTURNAL MANTLES

The cloaks worn by Corsair Voidscarred operatives are woven from psychoactive material that hardens in response to explosions and fluctuations in temperature.

Whenever an operative is shooting a friendly CORSAIR VOIDSCARRED operative, if the ranged weapon in that sequence has the Blast or Torrent weapon rule, you can re-roll one of your defence dice. In addition, friendly CORSAIR VOIDSCARRED operatives aren’t affected by the x" Devastating x weapon rule (i.e. Devastating with a distance) unless they are the target during that sequence.
MISTFIELD

A mistfield projects a field of thick moisture around the bearer that not only obscures their form, but also slows bullets, reducing their lethality.

Once per turning point, when an operative is shooting a friendly CORSAIR VOIDSCARRED operative more than 3" from it, at the start of the Roll Defence Dice step, you can use this rule. If you do, worsen the x of the Piercing weapon rule by 1 (if any) until the end of that sequence. Note that Piercing 1 would therefore be ignored.
RUNES OF GUIDANCE

Corsair psykers wield warp powers with consummate precision, lending their foresight to distant allies.

Once per turning point, when a friendly CORSAIR VOIDSCARRED WAY SEEKER or CORSAIR VOIDSCARRED SOUL WEAVER operative is performing a PSYCHIC unique action (excluding Warp Fold), you can use this rule. If you do, until the end of that action, add 3" to its distance requirement. Note this has no effect on PSYCHIC weapons (e.g. the Devastating distance requirement of lightning strike).
STAR CHARTS

The Corsair Voidscarred utilise their peerless knowledge of the void to outmanoeuvre their foes.

STRATEGIC GAMBIT. Roll one D3: if the result is higher than the number of the current turning point, you gain 1CP and cannot use this STRATEGIC GAMBIT for the rest of the battle.

Datacards


Voidscarred Felarch

Felarchs are veteran Corsairs, with centuries or even millennia of experience reaving the stars. They have fought countless different races and mastered numerous weapons, making them deadly enemies for any who face them.

Voidscarred Felarch

Felarchs are veteran Corsairs, with centuries or even millennia of experience reaving the stars. They have fought countless different races and mastered numerous weapons, making them deadly enemies for any who face them.

APL
2
MOVE
7"
SAVE
4+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Neuro disruptor
Neuro disruptor
4
3+
4/5
Range 8", Piercing 1, StunRange 8", Piercing 1, Stun
Shuriken pistol
Shuriken pistol
4
3+
3/4
Range 8", RendingRange 8", Rending
Shuriken rifle
Shuriken rifle
4
3+
3/4
RendingRending
Power weapon
Power weapon
4
3+
4/6
Lethal 5+Lethal 5+
Veteran Raider: This operative can perform a 1AP action for free during their activation as a result of the Aeldari Raiders rule (instead of the Dash action).
One Step Ahead: Once per battle, after an enemy operative performs an action during its activation, if this operative is ready, you can use this rule. If you do, roll one D6: if the result is higher than that enemy operative’s APL stat, you can interrupt that activation and immediately perform either a free Shoot or a free Fight action with this operative, but you cannot select any other enemy operative as a valid target or to fight against during that action (note that secondary targets from the Blast weapon rule can still be targeted). After you perform that action, subtract 1 from this operative’s APL stat until the end of its next activation.
CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, LEADER, FELARCH
⌀28mm


Voidscarred Fate Dealer

Once a Fate Dealer has an enemy in their sights, it is the mark of the unfortunate soul’s death. Expert infiltrators, they hide in positions with greatest oversight of the whole battlefield, and are rendered all but invisible by camo cloaks.

Voidscarred Fate Dealer

Once a Fate Dealer has an enemy in their sights, it is the mark of the unfortunate soul’s death. Expert infiltrators, they hide in positions with greatest oversight of the whole battlefield, and are rendered all but invisible by camo cloaks.

APL
2
MOVE
7"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Ranger long rifle (mobile)
Ranger long rifle (mobile)
4
3+
3/4
-
Ranger long rifle (stationary)
Ranger long rifle (stationary)
4
2+
3/3
Devastating 3, Heavy, SilentDevastating 3, Heavy, Silent
Shuriken pistol
Shuriken pistol
4
3+
3/4
Range 8", RendingRange 8", Rending
Fists
Fists
3
3+
2/3
-
Camo Cloak: Whenever an operative is shooting this operative:
  • Ignore the Saturate weapon rule.
  • If you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from Vantage terrain.
CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, FATE DEALER
⌀28mm


Voidscarred Gunner

Corsairs utilise weapons hailing from every Aeldari society. Shredders unleash an expanding mesh of monofilament, entangling foes in a net and slicing them apart, while blasters use mysterious darklight technology, lethal even to the most armoured foe.

Voidscarred Gunner

Corsairs utilise weapons hailing from every Aeldari society. Shredders unleash an expanding mesh of monofilament, entangling foes in a net and slicing them apart, while blasters use mysterious darklight technology, lethal even to the most armoured foe.

APL
2
MOVE
7"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Blaster
Blaster
4
3+
4/5
Piercing 2Piercing 2
Shredder
Shredder
4
3+
4/5
Rending, Torrent 2"Rending, Torrent 2"
Shuriken pistol
Shuriken pistol
4
3+
3/4
Range 8", RendingRange 8", Rending
Fists
Fists
3
3+
2/3
-
CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, GUNNER
⌀28mm


Voidscarred Heavy Gunner

With rapid volleys of shuriken fire, Corsairs can shred enemy infantry and provide cover for their coterie. Some Corsairs wield wraithcannons. These weapons tear rifts between warp and realspace, ripping apart targets caught in the vortex.

Voidscarred Heavy Gunner

With rapid volleys of shuriken fire, Corsairs can shred enemy infantry and provide cover for their coterie. Some Corsairs wield wraithcannons. These weapons tear rifts between warp and realspace, ripping apart targets caught in the vortex.

APL
2
MOVE
7"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Shuriken cannon (focused)
Shuriken cannon (focused)
5
3+
4/5
Heavy (Dash only), RendingHeavy (Dash only), Rending
Shuriken cannon (sweeping)
Shuriken cannon (sweeping)
4
3+
4/5
Heavy (Dash only), Rending, Torrent 1"Heavy (Dash only), Rending, Torrent 1"
Shuriken pistol
Shuriken pistol
4
3+
3/4
Range 8", RendingRange 8", Rending
Wraithcannon
Wraithcannon
4
3+
6/3
Devastating 4, Heavy (Dash only), Piercing 2Devastating 4, Heavy (Dash only), Piercing 2
Fists
Fists
3
3+
2/3
-
CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, HEAVY GUNNER
⌀28mm


Voidscarred Kurnathi

The Kurnathi are true blademasters. Assassins all, they have learned their bloody trade in Asuryani Aspect Shrines, in the arenas of Commorragh or even alongside the Harlequins. Now they put their skills to work however they see fit.

Voidscarred Kurnathi

The Kurnathi are true blademasters. Assassins all, they have learned their bloody trade in Asuryani Aspect Shrines, in the arenas of Commorragh or even alongside the Harlequins. Now they put their skills to work however they see fit.

APL
2
MOVE
7"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Shuriken pistol
Shuriken pistol
4
3+
3/4
Range 8", RendingRange 8", Rending
Dual power weapons
Dual power weapons
4
3+
4/6
Ceaseless, Lethal 5+Ceaseless, Lethal 5+
Blademaster: This operative can perform the Dash action during an activation in which it performed the Charge action, but can only use any remaining move distance it had from that Charge action (to a maximum of 3").
Bladed Stance: Whenever this operative is fighting or retaliating, you can resolve one of your successes before the normal order. If you do, that success must be used to block.
CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, KURNATHI
⌀28mm


Voidscarred Kurnite Hunter

Those Corsairs known a Kurnite Hunters are followers of Kurnous, Aeldari god of the hunt. Their bond with creatures of the hunt, such as the Faolchú, is often stronger than that with their fellow Corsairs.

Voidscarred Kurnite Hunter

Those Corsairs known a Kurnite Hunters are followers of Kurnous, Aeldari god of the hunt. Their bond with creatures of the hunt, such as the Faolchú, is often stronger than that with their fellow Corsairs.

APL
2
MOVE
7"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Faolchú
Faolchú
4
3+
1/2
Rending, Saturate, Seek Light, SilentRending, Saturate, Seek Light, Silent
Shuriken pistol
Shuriken pistol
4
3+
3/4
Range 8", RendingRange 8", Rending
Power weapon
Power weapon
4
3+
4/6
Lethal 5+Lethal 5+
Faolchú’s Bond: The first time during each turning point that this operative is retaliating, if it’s ready, in the Resolve Attack Dice step of that sequence, you resolve the first attack dice (i.e. defender instead of attacker).
Erudite Hunter: STRATEGIC GAMBIT. Select one enemy operative within 9" of this operative. Once during this turning point, after that enemy operative performs an action in which it moves during its activation, you can interrupt that activation to use this rule. If you do, this operative can immediately perform either a free Reposition action (it cannot end that move further from that enemy operative), or a free Charge action (you can change its order to do so, and it must end that move within control range of that enemy operative).
CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, KURNITE HUNTER
⌀28mm


Voidscarred Shade Runner

Shade Runners are experts at the surprise attack. Utilising their blink packs – which function in a similar manner to the warp jump generators used by Warp Spiders of the Asuryani – they flank their enemies, striking with the swift, savage blows of their Hekatarii blades.

Voidscarred Shade Runner

Shade Runners are experts at the surprise attack. Utilising their blink packs – which function in a similar manner to the warp jump generators used by Warp Spiders of the Asuryani – they flank their enemies, striking with the swift, savage blows of their Hekatarii blades.

APL
2
MOVE
7"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Shuriken pistol
Shuriken pistol
4
3+
3/4
Range 8", RendingRange 8", Rending
Throwing blades
Throwing blades
4
3+
2/4
Range 6", SilentRange 6", Silent
Hekatarii blades
Hekatarii blades
4
3+
3/5
Ceaseless, Lethal 5+Ceaseless, Lethal 5+
Blink Pack: Whenever this operative performs the Charge, Fall Back or Reposition action, it can warp jump. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within 7" horizontally of its original location (in Killzone: Gallowdark, this distance can be measured through Wall terrain). It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative. This operative cannot warp jump during the same activation in which it performed the Dash action (or vice versa).
Slicing Attack: Whenever this operative performs the Reposition action with a warp jump (see other side of card), you can use this rule. If you do, after it moves, draw an imaginary line 1mm in diameter and up to 7" long between it and its previous location. Note this doesn’t have to be a straight line. Inflict D3+2 damage on one enemy operative that line crosses. You cannot inflict damage on an enemy operative that was not visible to this operative at the start of that action. A 28mm round marker can be temporarily placed underneath this operative before it moves to help determine this.

CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, SHADE RUNNER
⌀28mm


Voidscarred Soul Weaver

Spiritual mystics, Soul Weavers utilise the power and knowledge of the Aeldari souls in the spirit stones they carry. With this energy they can enhance warriors’ abilities in combat or heal the wounded.

Voidscarred Soul Weaver

Spiritual mystics, Soul Weavers utilise the power and knowledge of the Aeldari souls in the spirit stones they carry. With this energy they can enhance warriors’ abilities in combat or heal the wounded.

APL
2
MOVE
7"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Shuriken pistol
Shuriken pistol
4
3+
3/4
Range 8", RendingRange 8", Rending
Power weapon
Power weapon
4
3+
4/6
Lethal 5+Lethal 5+

SOUL CHANNEL1AP

PSYCHIC. Select one other friendly CORSAIR VOIDSCARRED operative visible to and within 6" of this operative. Until the end of that operative’s next activation, add 1 to its APL stat.

This operative cannot perform this action while within control range of an enemy operative.

SOUL HEAL1AP

PSYCHIC. Select one friendly CORSAIR VOIDSCARRED operative visible to and within 6" of this operative. That operative regains up to 2D3 lost wounds.

This operative cannot perform this action while within control range of an enemy operative.
CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, PSYKER, MEDIC, SOUL WEAVER
⌀28mm


Voidscarred Starstorm Duellist

Brash and arrogant, Starstorm Duellists are expert pistol wielders who dive through the fray to deliver salvoes of pinpoint fire at close range.

Voidscarred Starstorm Duellist

Brash and arrogant, Starstorm Duellists are expert pistol wielders who dive through the fray to deliver salvoes of pinpoint fire at close range.

APL
2
MOVE
7"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Fusion pistol
Fusion pistol
4
3+
5/3
Range 3", Devastating 3, Piercing 2Range 3", Devastating 3, Piercing 2
Shuriken pistol
Shuriken pistol
4
3+
3/4
Range 8", RendingRange 8", Rending
Fists
Fists
3
3+
2/3
-
Quick on the Trigger: This operative can perform the Shoot action while within control range of an enemy operative. If it does, when selecting a valid target, you can only select an enemy operative within this operative’s control range, and can do so even if other friendly operatives are within that enemy operative’s control range.

PISTOL BARRAGE1AP

Perform two free Shoot actions with this operative (this takes precedence over action restrictions). You must select its fusion pistol for one action and its shuriken pistol for the other (in any order).

This operative cannot perform this action while it has a Conceal order, or during an activation in which it performed the Shoot action (or vice versa).
CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, STARSTORM DUELLIST
⌀28mm


Voidscarred Warrior

Corsairs are lithe and nimble warriors, skilled marksmen and bladesmen both. Swift fighters, they make up for lack of physical strength with sheer agility.

Voidscarred Warrior

Corsairs are lithe and nimble warriors, skilled marksmen and bladesmen both. Swift fighters, they make up for lack of physical strength with sheer agility.

APL
2
MOVE
7"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Fusion pistol
Fusion pistol
4
3+
5/3
Range 3", Devastating 3, Piercing 2Range 3", Devastating 3, Piercing 2
Shuriken rifle
Shuriken rifle
4
3+
3/4
RendingRending
Power weapon
Power weapon
4
3+
4/6
Lethal 5+Lethal 5+
Fists
Fists
3
3+
2/3
-
Prowling Raiders: You can use the Capricious Flight and Light Fingers firefight ploys for 0CP each if a friendly WARRIOR operative is the specified CORSAIR VOIDSCARRED operative.
CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, WARRIOR
⌀28mm


Voidscarred Way Seeker

It is the role of the Way Seekers to guide and steer smaller Corsair ships on their travels. They are also powerful battlefield psykers who work closely with Fate Dealers and Kurnathi, identifying targets for these assassins as they would identify obstacles to their craft.

Voidscarred Way Seeker

It is the role of the Way Seekers to guide and steer smaller Corsair ships on their travels. They are also powerful battlefield psykers who work closely with Fate Dealers and Kurnathi, identifying targets for these assassins as they would identify obstacles to their craft.

APL
2
MOVE
7"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Freezing grasp
Freezing grasp
4
3+
1/2
PSYCHIC, Severe, Silent, StunPSYCHIC, Severe, Silent, Stun
Lightning strike
Lightning strike
4
3+
4/3
PSYCHIC, 2" Devastating 2PSYCHIC, 2" Devastating 2
Fusion pistol
Fusion pistol
4
3+
5/3
Range 3", Devastating 3, Piercing 2Range 3", Devastating 3, Piercing 2
Witch staff
Witch staff
4
3+
3/5
PSYCHIC, ShockPSYCHIC, Shock

WARP FOLD1AP

PSYCHIC. Select two friendly CORSAIR VOIDSCARRED operatives visible to and within 5" of this operative. Remove them both from the killzone and set them back up in each other’s previous locations (in other words, swap their positions). If one of them performed the Charge, Fall Back or Reposition action during this turning point and the other is ready, the other cannot perform any of those actions in its activation during this turning point.

This operative cannot perform this action while within control range of an enemy operative.

WARDING SHIELD1AP

PSYCHIC. Select one friendly CORSAIR VOIDSCARRED operative visible to and within 6" of this operative. Until the start of this operative’s next activation, until it’s incapacitated or until it performs this action again (whichever comes first), the first time an attack dice inflicts Normal Dmg on that friendly operative, ignore that inflicted damage.

This operative cannot perform this action while within control range of an enemy operative.
CORSAIR VOIDSCARRED, AELDARI, ANHRATHE, PSYKER, WAY SEEKER
⌀28mm

Shoot1AP

Shoot with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.
Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.

Charge1AP

The same as the Reposition action, except the active operative can move an additional 2".

It can move, and must finish the move, within control range of an enemy operative. If it moves within control range of an enemy operative that no other friendly operatives are within control range of, it cannot leave that operative’s control range.

An operative cannot perform this action while it has a Conceal order, if it’s already within control range of an enemy operative, or during the same activation in which it performed the Reposition, Dash or Fall Back action.

Fall Back2AP

The same as the Reposition action, except the active operative can move within control range of an enemy operative, but cannot finish the move there.

An operative cannot perform this action unless an enemy operative is within its control range. It cannot perform this action during the same activation in which it performed the Reposition or Charge action.

Reposition1AP

Move the active operative up to its Move stat to a location it can be placed. This must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch.

It cannot move within control range of an enemy operative, unless one or more other friendly operatives are already within control range of that enemy operative, in which case it can move within control range of that enemy operative but cannot finish the move there.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Fall Back or Charge action.
Accurate x
You can retain up to x attack dice as normal successes without rolling them. If a weapon has more than one instance of Accurate x, you can treat it as one instance of Accurate 2 instead (this takes precedence over x rules).

Dash1AP

The same as the Reposition action, except don’t use the active operative’s Move stat — it can move up to 3" instead. In addition, it cannot climb during this move, but it can drop and jump.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Charge action.
Balanced
You can re-roll one of your attack dice.
Punishing
If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.

Fight1AP

Fight with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action unless an enemy operative is within its control range.

Pick Up Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.
Relentless
You can re-roll any of your attack dice.
Blast x
The target you select is the primary target. After shooting the primary target, shoot with this weapon against each secondary target in an order of your choice (roll each sequence separately). Secondary targets are other operatives visible to and within x of the primary target, e.g. Blast 2" (they are all valid targets, regardless of a Conceal order). Secondary targets are in cover and obscured if the primary target was.
Torrent x
Select a valid target as normal as the primary target, then select any number of other valid targets within x of the first valid target as secondary targets, e.g. Torrent 2". Shoot with this weapon against all of them in an order of your choice (roll each sequence separately).
Devastating x
Each retained critical success immediately inflicts x damage on the operative this weapon is being used against, e.g. Devastating 3. If the rule starts with a distance (e.g. 1" Devastating x), inflict x damage on that operative and each other operative visible to and within that distance of it. Note that success isn’t discarded after doing so — it can still be resolved later in the sequence.
Piercing x
The defender collects x less defence dice, e.g. Piercing 1. If the rule is Piercing Crits x, this only comes into effect if you retain any critical successes.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases or parts of the active operative’s miniature prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases and parts as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.

WARP FOLD1AP

PSYCHIC. Select two friendly CORSAIR VOIDSCARRED operatives visible to and within 5" of this operative. Remove them both from the killzone and set them back up in each other’s previous locations (in other words, swap their positions). If one of them performed the Charge, Fall Back or Reposition action during this turning point and the other is ready, the other cannot perform any of those actions in its activation during this turning point.

This operative cannot perform this action while within control range of an enemy operative.
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
Stun
If you retain any critical successes, subtract 1 from the APL stat of the operative this weapon is being used against until the end of its next activation.
Rending
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.
Aeldari Raiders

Aeldari are lithe, graceful and swift – qualities the Corsair Voidscarred utilise to outmanoeuvre their enemies.

Each friendly CORSAIR VOIDSCARRED operative can perform a free Dash action during their activation.
Engage: The operative can perform actions as normal and can counteract.
Counteract
When you would activate a ready friendly operative, if all your operatives are expended but your opponent still has ready operatives, you can select an expended friendly operative with an Engage order to perform a 1AP action (excluding Guard) for free. Each operative can only counteract once per turning point. That operative cannot move more than 2", or must be set up wholly within 2" if it’s removed and set up again, while counteracting (this is not a change to its Move stat, and takes precedence over all other rules). Counteracting is optional, so you can choose not to. In either case, activation alternates back to your opponent afterwards.

Counteracting isn’t an activation, it’s instead of activating. This difference is important; for instance, it means action restrictions won't apply.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.
Valid Target
Some rules require you to select a valid target for an operative. This is most common when an operative is shooting, but some rare rules require it too.

If the intended target has an Engage order, it’s a valid target if it’s visible to the active operative.
If the intended target has a Conceal order, it’s a valid target if it’s visible to the active operative and not in cover.
Heavy
An operative cannot use this weapon in an activation or counteraction in which it moved, and it cannot move in an activation or counteraction in which it used this weapon. If the rule is Heavy (x only), where x is a move action, only that move is allowed, e.g. Heavy (Dash only). This weapon rule has no effect on preventing the Guard action.
Silent
An operative can perform the Shoot action with this weapon while it has a Conceal order.
Saturate
The defender cannot retain cover saves.
Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).
Seek
When selecting a valid target, operatives cannot use terrain for cover. If the rule is Seek Light, operatives cannot use Light terrain for cover. Whilst this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any).

The PSYKER keyword is used in the following Corsair Voidscarred datacards:

Precedence
Some rare rules will conflict with each other, so it must be established which takes precedence. In order of priority, a rule takes precedence if:

1
It specifically says so.

2
The online designer’s commentary says so.

3
It’s not found in the core book (i.e. other rules take precedence over core book rules).

4
It says ‘cannot’.

5
The player with initiative decides.

If a rule on a datacard says ‘this operative can perform two Shoot actions during its activation’, this takes precedence over the core rules for action restrictions, as per precedence priority 3.
CAPRICIOUS FLIGHT

Always outnumbered and often outgunned, the Corsair Voidscarred utilise feints and trickery to strike before melting away into shadow.

Use this firefight ploy during a friendly CORSAIR VOIDSCARRED operative’s activation, before or after it performs an action. During that activation, that operative can perform the Fall Back action for 1 less AP.
LIGHT FINGERS

The pursuit of riches drives all Corsairs. These lithe raiders may pluck a prize from under the nose of a foe and disappear before a blow can be landed in return.

Use this firefight ploy during a friendly CORSAIR VOIDSCARRED operative’s activation. Until the end of that activation, having an enemy operative within its control range doesn’t prevent that friendly operative from performing the Pick Up Marker or mission actions.
Severe
If you don’t retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.
Shock
The first time you strike with a critical success in each sequence, also discard one of your opponent’s unresolved normal successes (or a critical success if there are none).
Damage
When damage is inflicted on an operative, reduce their wounds by that amount. An operative’s starting number of wounds is determined by its Wounds stat (see datacards). If an operative’s wounds are reduced to 0 or less, it’s incapacitated, then removed from the killzone. Some rules allow an incapacitated operative to perform a free action before being removed from the killzone. Such an operative cannot perform more than one free action (excluding Place Marker) in this instance, and that operative’s player decides the order of any of its rules that occur before it’s removed from the killzone (taking precedence over the player with initiative deciding).

While an operative has fewer than its starting wounds remaining, it’s wounded. While it has fewer than half its starting wounds remaining, it’s also injured. Subtract 2" from the Move stat of injured operatives and worsen the Hit stat of their weapons by 1.

Keep track of each operative’s remaining wounds with dice, tokens or by writing it down.

‘Incapacitated’ and ‘removed from the killzone’ are separate. Some rules take effect when an operative is incapacitated, but before it’s removed.

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